This shot shows off the clouds brightened with fresnel world light. What's important to point out is that the clouds and distant land brightening up when looking towards the sun simulates what Asobo was doing in the original FUEL code.. but they were doing it through atmospheric scattering / horizon fog. They had a higher horizon fog amount, which would create this light enhancement following the sun, but it was due to a thick haze horizon fog that would block distant land more. I turned down the horizon fog, so we could see more distant land, then the fresnel world lighting adds back the light enhancement that follows the sun. So, we get nice wide open shots like this, where we can see the distant land, see how the sun is brightening up everything in its view, and the other fresnel highlights add more depth to the scene.
Day time scenes are now really nice to look at instead of flat.
The vehicles also have Enhanced Detail turned on, where-by I applied the detailed specular texture map as more ambient occlusion to vehicles. The ambient occlusion texture map was ok, but the specular texture map had more contrast between details and shading. So, by slapping that on along with the AO texture, we get more detailed shadowing of vehicles.
This shot shows off the clouds brightened with fresnel world light. What's important to point out is that the clouds and distant land brightening up when looking towards the sun simulates what Asobo was doing in the original FUEL code.. but they were doing it through atmospheric scattering / horizon fog. They had a higher horizon fog amount, which would create this light enhancement following the sun, but it was due to a thick haze horizon fog that would block distant land more. I turned down the horizon fog, so we could see more distant land, then the fresnel world lighting adds back the light enhancement that follows the sun. So, we get nice wide open shots like this, where we can see the distant land, see how the sun is brightening up everything in its view, and the other fresnel highlights add more depth to the scene.
Day time scenes are now really nice to look at instead of flat.
The vehicles also have Enhanced Detail turned on, where-by I applied the detailed specular texture map as more ambient occlusion to vehicles. The ambient occlusion texture map was ok, but the specular texture map had more contrast between details and shading. So, by slapping that on along with the AO texture, we get more detailed shadowing of vehicles.